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The Charlatan-Another new base class
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<blockquote data-quote="Arkhandus" data-source="post: 2034300" data-attributes="member: 13966"><p>The Demoralize Trick lasts far too long, considering that its' effect is more than twice as powerful as Dazzle, without relying on sight so far as I can tell (unlike Dazzling which is in essence partially blinding the foe for a moment with a flash of light in their eyes). Reduce the duration of the Demoralize Trick effect to 2 rounds. As for the Clever Feint ability, I'd suggest having it add their Intelligence (or maybe Charisma) modifier to damage with whatever attack follows a successful feint. Or possibly instead have the follow-up attack ignore half the target's armor bonus to AC, rounded down (or perhaps instead an amount of armor AC equal to the Charlatan's Int mod).</p><p></p><p>However, all in all your Charlatan class is too powerful compared to a Rogue, and doesn't really distinguish itself except by having slightly more focus on skill use and feinting (which is itself a skill use effect) in exchange for less Sneak Attack and no Uncanny Dodge/Trap Sense. Fiddle with it some more to make it more distinguished without making it more powerful. Take away a few of its traits, maybe reduce the BAB to 1/2 level while boosting skill points to 12 per level (or perhaps to 10/level but with HD boosted to d8), and in general just weaken it a bit. Feinting as a free action should probably only be doable twice or so in a round, possibly thrice.</p><p></p><p>Tricks currently have a very high Will save DC (initially likely to be 1d20+2+2 so an average of 14/15, by middle levels 1d20+5+4 so an average of 19/20....) and they're apparently useable at will, which is too potent. Spellcasters would have to wait until high levels to gain a feat from Tome & Blood or Complete Arcane to gain a 1st-level spell useable at will, and the Tricks are somewhere between 0-level and 1st-level in power but with higher save DCs. I'd suggest reducing the DC to 1d20 + Int mod + 1/3 charlatan level (rounded up), and add the limitation that any given opponent will only fall for that character's Trick ability once per encounter, after which they'll be too wary of such tricks to be fooled so again.</p><p></p><p>Power it down a bit more beyond that, and remove/swap out some of its abilities for less potent abilities that better fit whatever theme you have for the class.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2034300, member: 13966"] The Demoralize Trick lasts far too long, considering that its' effect is more than twice as powerful as Dazzle, without relying on sight so far as I can tell (unlike Dazzling which is in essence partially blinding the foe for a moment with a flash of light in their eyes). Reduce the duration of the Demoralize Trick effect to 2 rounds. As for the Clever Feint ability, I'd suggest having it add their Intelligence (or maybe Charisma) modifier to damage with whatever attack follows a successful feint. Or possibly instead have the follow-up attack ignore half the target's armor bonus to AC, rounded down (or perhaps instead an amount of armor AC equal to the Charlatan's Int mod). However, all in all your Charlatan class is too powerful compared to a Rogue, and doesn't really distinguish itself except by having slightly more focus on skill use and feinting (which is itself a skill use effect) in exchange for less Sneak Attack and no Uncanny Dodge/Trap Sense. Fiddle with it some more to make it more distinguished without making it more powerful. Take away a few of its traits, maybe reduce the BAB to 1/2 level while boosting skill points to 12 per level (or perhaps to 10/level but with HD boosted to d8), and in general just weaken it a bit. Feinting as a free action should probably only be doable twice or so in a round, possibly thrice. Tricks currently have a very high Will save DC (initially likely to be 1d20+2+2 so an average of 14/15, by middle levels 1d20+5+4 so an average of 19/20....) and they're apparently useable at will, which is too potent. Spellcasters would have to wait until high levels to gain a feat from Tome & Blood or Complete Arcane to gain a 1st-level spell useable at will, and the Tricks are somewhere between 0-level and 1st-level in power but with higher save DCs. I'd suggest reducing the DC to 1d20 + Int mod + 1/3 charlatan level (rounded up), and add the limitation that any given opponent will only fall for that character's Trick ability once per encounter, after which they'll be too wary of such tricks to be fooled so again. Power it down a bit more beyond that, and remove/swap out some of its abilities for less potent abilities that better fit whatever theme you have for the class. [/QUOTE]
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